Deliverator
Graphical Hackificator
I think that only shows that spice is important enough to the game right now. You can get high commerce by just spamming cottages, and other means.
Are you sure this isn't just a matter of perception?
Are you sure this isn't just a matter of perception? I've only played on Arrakis, and I haven't noticed any problems, maybe because I just don't know any better. All the civs seem to progress just fine.
Are you missing a not between "is" and "important"?I think that only shows that spice is important enough to the game right now. You can get high commerce by just spamming cottages, and other means.
And a third is to add some smal (~10-12 tile)l outlying islands outside the main ring.Another possible solution is to make smaller islands on the arrakis script.
And a third is to add some smal (~10-12 tile)l outlying islands outside the main ring.
Is it worthwhile to try adding *tiny* islands, 2-3 tiles, in that area?
Are you missing a not between "is" and "important"?
Not really. They wouldn't really be worth putting a city on, and the human player would exploit them to build forts to get cultural area to get some extra spice, which the AI woudn't understand how to do.
It doesn't seem to fit ""reality"" to have big islands with cities all the way out in the deep desert
How about giving harvesters a 1 plot cultural radius or even a BFC? That would enable you to work your way out into the desert.
How is it "real" to only have a single ring of rock around the pole that cities can be built on?
One player might be able to work their culture out over a huge area, because of successive spice blooms that just happened to match up next to each other, while another player might not be able to work out at all, because the next spice bloom happened just 1 tile further away.
I was referring to reality according to the Dune books, not necessarily real geography.
If you combine it with allowing harvesters to be built outside your cultural borders (by setting bOutsideBorders to 1) then that could get around that problem.
the whole dangerous straits of sand between rocky outcrops is *very* true to the books, like the desert basins that Paul and Jessica cross when they're trying to find the Fremen;
a) the culture will stay there even once the harvester disappears, which will look and feel weird
b) the AI will not defend its spice tiles, or attack yours. It would be easy for a human to start a war and pillage off all their harvesters with only a handful of thopters (removing their culture) and then building your own
c) it will be exploitable by the human; the human player can build a huge worker army and go around the whole map getting all the spice, leading to a truly massive economy. The AI won't understand that a huge worker army would be valuable, and so won't build one.
d) it will be very hard to balance the spice income. Either you will be able to run too big an economy with all the spice, or you won't be able to run a big enough one without it.
e) it would allow an arrakis paradise user to still generate a huge spice income. Arrakis paradise penalizes spice income by providing big areas around cities where spice can't spawn, but if you're free to mine all the spice in the deep desert away from your cities then this isn't much of a penalty.